Ability (Card): This is a card that causes an effect and is moved to the discard pile/graveyard afterward.

Ability (Character): This refers to the effect of a character. The abilities of a character can either be passive, activated, triggered, persistent or turn based.

Action Log: This tool located on the right side of the UI while in a game will track the actions you have made in a turn as they resolve.

Affix: This refers to a buff, which are passive abilities that a card can have. Usually generated by passive character abilities. (Examples: Untouchable, Vigilance, Charge, Flying)

Alternate Win Condition: A way of winning the game outside of a Health or Morale victory. Currently Shrine of Victory and a certain RISE card are the only cards that can generate an alternate win.

Ante: Refers to risking ownership of cards to obtain other cards from players doing the same thing. These cards usually exist outside the actual playable deck and the winner gains ownership of the ante cards at the end of the game (or series of games).

Artifact: These are cards similar to locations, except they do not have a limit to the number you can have in play. Unless they are Unique Artifacts, which still allow for 3 in a deck but cannot play one while a unique artifact of the same name is in play.

Attack (Action): Refers to the action of characters in the Assault Zone during the Resolve Phase. Attacks are done from left to right in which characters trade damage with opposing characters in the defense zone from left to right. Both characters will lose health equal to the power rating on their opposing characters. Characters are attacked until they reach 0 health or less, which they go to the graveyard/discard pile. When there no legal characters to defend with, an attacker will hit the player's fortress directly.

Base Resources: Refers to the maximum amount of resources a player has available to them each turn. Each turn increases your base resources by 1 and in hyper that value is increased to 2. Base Resources has a soft cap of 10 that is exceeded by Epic Mode games or Card effects/abilities or the Trading Post. Base Resources and Max Resources refer to the same thing.

Battlefield: The battlefield refers to both player's Support, Assault and Defense zones.

Block: When a character can legally defend an attacking opponent by being the left-most character in the defense zone. A blocker will continue blocking attackers as long as the block is legal or when the blocker dies. Kung-Ji, the Glorious Strategist allows characters to rotate their Left-to-Right defense each time a successful block is made. If a character is flying or cannot be blocked by the left-most defender in other ways, the next legal defender available will block. If no legal blocks can be made, the attacker will strike the player's fortress directly.

Bounce: The action of returning a card to the controller's hand. Morale is not lost when a character leaves play in this way.

Buffs: These are passive abilities that enhance a card positively. Usually seen on characters although locations and artifacts can have these buffs also. (Examples: Untouchable, Vigilance, Charge, Flying)

Buff (Stat increase): This refers to increasing the maximum health or power of a character.

Card: The digital format for displaying the attributes/stats of characters, abilities, locations or artifacts.

Character (Card): These are permanent cards with attributes that stay on the field until they are removed from play in a variety of ways. A character has Power and Health. Power allows a character to deal damage to a fortress when there are no legal blockers or deal damage to a character when it is a legal blocker. When health reaches 0 through damage, the character is sacrificed or if an ability causes the character to die, the card is removed from play and placed into the graveyard/discard pile.

Charge (Buff): This passive character ability allows a card to be moved to assault when it comes into play. Note: Some effects that bring a character into play when it is not deployed from the hand will not trigger the Charge effect.

Combat Zone: This is the combination of both player's Assault and Defense Zones.

Concede: Accepting a loss and forfeiting the game before it actually ends.

Consume (Buff): Whenever a character with this buff kills or sacrifices another character, the Consume Buffed character is healed by the toughness of the character killed or sacrificed then gains +X/+X where X is the level of consume the character has.

Create: This is an action of an ability that generates cards with specific effects. The cards are "Created" and put into the game in different ways. The cards can be put directly into play, into your hand, or even into your deck or graveyard.

Commander: Players can choose up to 3 starting characters that determine the contents and playstyle of their deck. These characters are commanders. The purity of the commanders determine which cards (and commanders) can go into a deck. These cards also start in a special "Command Zone" which allows you to utilize activated abilities and deploy the characters as though they have haste.

Command Zone: This zone houses the three commanders a player or AI has chosen for their deck. These commanders start in this protective zone. Commanders can use activated abilities and even "start or end of turn" triggers in certain cases. Characters are also able to be deployed to the battlefield as though they have haste if you can play their resource cost.

Combat: Refers to the interaction between an attacker and defender. Both characters deal damage to each other equal to their power. Damage recieved will reduce health. Health at 0 or below means a character will die. Abilities that trigger or interact with Combat will happen here.

Combat Zone: This refers to the Defense and Assault Zones of both players. Only characters can use these zones.

Control: Refers to ownership of cards. A player that has control of a card can use their effects and interact with the cards during the planning phase of each turn. Cards played from the hand or put into play by an effect will come into play under the caster's control.Note: Ownership only refers to control of the card in the game, not to the actual ownership of the card itself.

Cult of Verore: This faction is represented by purple cards, this faction focuses on powerful controlling spells that buy time for late game demon cards.

Cycle (Cards): Shuffling a card into your deck and drawing a card.

Damage (to Health): Whenever a character attacks, the card will deal damage equal to their power. Abilities and effects of cards can also generate damage. Damage will reduce health of characters or reduce health on a player's fortress. When a player has taken enough damage to their fortress, such that their health is 0, that player will lose the game.

Damage (to Morale): Whenever a character dies, is destroyed or is killed (all mean the same thing) then the player takes morale damage equal to the resource cost of the character. Currently Artifacts and Locations do not cost morale. Morale is also not lost when a card is sacrificed, explodes, returned to the hand, discarded from the hand, shuffled into the deck or removed from the game.

Desync: The result of information broadcasts not being in sync with each other results in both players seeing something different during resolution. If this should happen, obtain a copy of your output log file in your installation directory and email it in a bug report. Puffy those puffy desyncs in my opinion.

Die: When a card "Dies", the card is moved from play to the graveyard. When a character "Dies", this will result in a morale loss equal to the cost of the card unless a card effect states otherwise. Usually "Die" refers to a living character that was killed. Also see Kill or Destroy.

Debuff: Refers to buffs that have negative effects on cards.

Deck: Games are played with cards placed face-down in a single stack. Each player will control one deck. Games are normally played with at least 40 cards in a deck. Each turn, cards are drawn from a deck.

Defend: Characters can be used to stop damage to your fortress from attacking characters. Placing characters in the defense zone allow them to block from left to right as long as the blocks are legal. A blocker will continue blocking unless it is destroyed or is not a legal blocker. If you are using Kung-Ji, the Glorious Strategist, defenders will take turns blocking. If you have no defenders, then attackers will strike your fortress directly in combat during the resolve phase.

Deployed: The act of playing a character from your hand to the battlefield or playing a character from the defense zone to the battlefield.

Descendants of the Dragon: This faction is represented by teal cards. With its' defensive playstyle, the faction boasts defense, morale destruction and effective alternate win conditions.

Destroy: When a card is destroyed, they are moved from play to the graveyard. When a character is "destroyed" will result in a morale loss equal to the cost of the card unless a card effect states otherwise. Usually Destroy is used for the death of inanimate or unliving characters, locations or artifacts. Also see Die or Kill.

Dodge: Causing a player's spell to miss, fizzle or have no legal effect. This is due to movements, lack of movements, ability plays, initiative timing, or simple mindscrew as a phase transitions from Planning to Resolve.

Draw (Cards): Refers to taking cards from the top of your deck into your hand. 1 card is drawn at the start of each turn. In Hyper Format, 2 cards are drawn at the start of each turn. Abilities and effects can also cause cards to be drawn to the hand or discarded from the hand.

Draw (Game Result): When both players fulfilled the victory requirement, the game is a draw. When both players fulfill the defeat requirement, the game is a draw. If a player has fulfilled the victory and defeat requirement, the game is a draw. A drawn game does not result in a win or a loss.

End of Turn Phase: After the Resolve Phase has finished, end of turn effects trigger and Victory/Defeat checks are made. Players do not win or lose until these checks are done.

Exhaust (Debuff): When a character, location or artifact come into play, the card is normally in an "exhausted state". When a card is exhausted, the card cannot use abilities or be moved into the combat zone. When a card is exhausted in the combat zone, the card will move to the support zone. This debuff fades at the start of your next turn unless the card states that the "exhausted state" will last longer (2 turns, 3 turns, indefinitely).

Explode: This action causes a card to sacrifice itself to produce an effect. Explode can also be the result of a trigger causing this effect. Explode is different from "being destroyed", "dying" or "getting killed" as these effects will cost morale. See "Sacrifice".

Epic (Game Mode): This game mode changes starting health and morale values to 100, up from 50. Resources are not capped in this mode, allowing resources to pass the soft cap of 10.

Factionless: Cards that are not tied to any faction. This means any deck can use them because they have no purity requirements. Just note that if a factionless card is used as a commander, the card will also yield no purity towards deck building.

Fetch: Refers to any card that searches your deck for a card and brings it to your hand or into play.

Flame Dawn: Faction represented by red cards, the faction focuses on speed and early to mid game lethality.

Flying (Buff): When a character with the Flying buff attacks, the only legal blockers the opponent can use are characters with the Flying Buff or the Ranged Buff (Can block flying characters). If no legal blockers are in the defense zone, the character with the Flying Buff will deal damage directly to the opponent's fortress.

Fortress: A representation of the player's health value. This value starts at 50 in most games and 100 in epic mode. These values are currently capped at those values, which means a player "Repairing their fortress" cannot increase it beyond the health that the fortress started with. When a player's fortress receives damage from a character attack or damage from a card effect or ability, the health value drops. When this value reaches 0 or lower, the affected player loses the game.

Graveyard: Also referred to as a discard pile. Ability cards that are played or Characters that leave play by Dying (Destroy/Kill), being sacrificed or exploding will be moved to this seperate Face-Up pile of cards next to your deck. Cards and effects/abilities can interact with the Graveyard to move the cards to your hand, your deck, into play or from the game.

Hand: A randomized group of cards drawn from your deck. Five cards are drawn at the start of a game. One card is drawn to the hand at the start of each turn, two cards on Hyper Mode. Cards and effects/abilities can allow you to draw cards from the hand, discard them to the graveyard, remove them from the game in your hand or even return cards from outside the game to your hand. As of v0.86, your hand has a limit of 8 cards.

Haste (Buff): A card with haste does not exhaust when Deployed. This means a character can move to the combat zone on the same turn it is deployed. This also means a card can use any activated abilities it has on turn turn it is deployed.

Health (Player): This is one of the two primary win conditions of the game outside of alternate win condition cards. Your fortress has 50 health. Epic mode games have 100 health as a starting value. When this health value reaches 0 or lower through attackers dealing damage to a fortress or card effects/abilities dealing damage to a fortress, the affected player will lose the game.

Heal: Increasing the minimum health value of a character. A character can only be healed to their maximum health value. A player's fortress can be "Healed", this is also referred to as "Repairing a fortress" as the act involves fixing structural damage. A fortress can only be Healed to a maximum of 50 or a maximum or 100 in an Epic Mode game.

Hyper (Game Mode): This game mode increases cards drawn per turn at the start phase to 2. Base resources are increased to 2 per turn also.

Illegal Targetting: Due to the nature of this game, most cards allow you to make illegal targets of abilities and effects as their location and target requirements could change during the resolution phase.

Illegal Resolution: Any targets that are (or become) illegal during resolution result in a wasted spell/ability use.

Initiative: In Infinity Wars, turns are taken simultaneously. Although, the order in which abilities, card effects and attacks are done follow a "Rotating FIFO" system called Initiative. Players take turns having "First in, First out" priority for the turn, notated by the Green Highlighted Player name.

Immolation (Debuff): Characters that are inflicted by Immolation will take X damage at the start of each turn until the character leaves play. Currently Immolation is set to 3 damage at the start of each turn.

Invincible (Buff): Cards that are invincible cannot take damage and are immune to effects that would kill (destroy) the card. An invincible character can still be affected by sacrifice, explode or be discarded from the hand. An invincible character can also be returned to the controller's hand or removed from the game.

Legal Deck: A legal deck consists of at least 40 cards. A deck must have 3 commanders. The deck and commanders themselves must not contain cards that exceed the purity requirements the commanders produce (1 purity of the faction they are in).

Location: Location cards are played onto the field in the support zone. Each player can only have one location in play at a time and these cards affect the game in their own way. These cards do not count as characters and are not affected by effects or abilities that specifically interact with a card as a character. A location is a permanent form of an ability spell that produces an activated or passive effect. If you play a location while you control a location, your new card will replace the old card. The replaced location would then go to your graveyard.

Morale: This is one of the two primary win conditions of the game outside of alternate win condition cards. Your morale will start at 50. In Epic mode games, the value starts at 100. Whenever a character dies to an effect or another character, that player will lose morale equal to the cast cost of the card. Card effects and abilities can also adjust the morale lost or gained in different ways. If a player reaches 0 or lower morale, the affected player will lose the game.

Mulligan: Upon drawing a new hand at the start of a game a player may use the Mulligan option. If they do, they can shuffle that hand into their deck and draw a new hand with one fewer card.

Opponent: The other player, AI, challenge or scenario you are playing a game against.

Ownership (Control): Refers to control of a card in a game. A card under a player's control is considered "Owned" in the means of using the card in the game.

Ownership (Ante): Refers to cards being risked in a game to try to win other cards. These cards usually exist outside the actual playable deck and the winner gains ownership of the ante cards at the end of the game (or series of games).

Pauper (Game Format): This format is limited to decks using just commons. There will be a limited amount of uncommons used in this format in a later build.

Pay (Cost): Usually refers to activated abilities but also includes triggered effects of cards or forms of keeping a card in play (ie. Upkeep). The effect will require resources, sacrifices, card discard/trades, or even health/morale payments.

Permanent: Refers to characters, locations and artifacts on the battlefield or command slot zones as they stay in the game permanently unless they are removed from play by the effects and abilities of other cards.

Planning Phase: This phase occurs after "Start of Turn Effects" and the "Draw phase" are finished. Both players plan their moves simultaneously even though the opponent will not see what moves are made until the Resolve Phase.

Play: Usually refers to deploying a card from your hand or your commander zone to the field. Characters played are moved to support in an exhausted state unless they have haste. A character with Charge will be played to Assault, a character with defense will be played to the Defense, and Locations and Artifacts are played to support. Playing an ability card will trigger its' effect during the resolve phase and then move to the graveyard.

Pre-Emptive (Buff): Any card that has this buff will resolve before cards without this ability. Pre-emptive still follows initative as a player with initative will have their pre-emptive effects resolve before the non-initative player's pre-emptive effects.

Puffy, the Goldfish (AI): This is an AI used for testing. The opponent does not use a deck, which allows for several setup and card focus testing as well as general deck flow and tempo testing.

Puffy: The Test AI character is also the substitute filler word for profanity! Seriously. Puffy you guys, I'm going home.

Purity: Refers to the number of faction commanders that a card must have to allow the addition of that faction's card to your deck or commander zone. Factionless cards do not require a purity to be put into a deck, nor do they provide purity in the commander zone when adding faction cards to a deck. This attribute is represented by the faction emblems on the card (One, Two or Three) and also represented by the squares next to the cards in the collection list screen. Adding a faction commander will always grant exactly 1 purity of that faction. Characters of 2-3 purity do not add multiple purity if they are used as Commanders. Though they require 2-3 commanders of that faction to be used. If a card is used as a commander, it counts itself as adding 1 towards the purity requirement.

Raise: This is the mechanic of playing a character card from the graveyard onto the battlefield. Raised characters are moved to the Support zone exhausted unless the card states otherwise. Exhaustion is removed at the start of each turn, so a raised character would only be exhausted for the initial Resolve Phase.

Ranged (Buff): Refers to any non-flying character that can block flying characters.

Rarity: Designation on a card that determines (for the most part), the availability of a card. Just because a card is harder to get, it doesn't necessarily mean it will be a better card as rarity determines the unique quality of a card effect, not it's strength.

Recruit: Searching for or pulling a card from the deck.

Remove: A card that is removed, will leave play. A card effect would have to specifically put the card back into the game for the card to return. A card that leaves play in this way is not affected by morale. Also see "Leave (Leaves play)"

Remove from the game: A card that is removed from the game is placed in a separate "removed" area that isn't seen by the players. Cards moved here are re-casted versions of the cards with reset stats, buffs, debuffs and character types.

Resolve (Buff): Cannot be killed by non-damage effects or abilities.

Resolve (Effect): The broadcasting of an effect or gameplay of moves done to the other player after both players have submitted their planning phase.

Resolve Phase: After both players submit their turn, the effects of simultaneous play reveal themselves to both players as "Come into play" effects trigger in order of initative, then Pre-emptive cards trigger in order of initiative, then "Ability cards and character abilities" trigger in order of initative, then players attack each other in order of initative from left to right.

Resource: This allows you to deploy cards, play abilities, pay costs and plays a large role in involving your cards into the game. Maximum Resources are replenished and increase by 1 at the start of each turn. 2 max resources in each turn of Hyper Mode games. Base Resources has a soft cap of 10 that is exceeded by Epic Mode games or Card effects/abilities or the Trading Post. Base Resources are also referred to as your Maximum Resource level.

Return to Play: A card that is removed from the game which returns to play will take the card from the "removed" area and put the card back into play onto the battlefield. Specific card text may explain exactly where "in play" the card goes. Otherwise, it'll be the support zone. See "Removed from the game".

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Sacrifice: A card is moved to the graveyard when this effect is applied to it. This effect does not count as "killing, dying or destroying" the card and does not check Invincibility, Resolve or Morale Damage upon resolving the effect.

Shield (Buff) - A character with shield cannot be killed by non-damage effects while their Shield is "On". Characters come into play with their shield "On" and taking a non-damage kill effect will "Turn off the Shield", meaning the next non-damage kill effect will kill the character. Shield effects "Turn back on" at the start of the next turn.

Singleton (Game Format): This format does not allow more than one copy of the same card to be used in a deck. This includes commanders also.

Sleepers of Avarrach: This faction is represented by Black/Orange cards. The focus of this faction is based around death, resurrection and a resilient horde of zombies.

Slow (Debuff): A character with this debuff that is moved into the Combat Zone will be exhausted on the next turn.

Start of Turn Phase: At the start of turn, effects of characters trigger, each player draws a card (2 in hyper) and base resources increase by 1 (2 in hyper).

Support Zone: Characters, Locations and Artifacts are played into this zone. That is unless a charge or vigilance character is played. A haste character is played to the support zone but can be moved to another zone in the same turn. Characters without haste, vigilance or charge come into the support zone exhausted. This zone also provides cover against abilities and effects that would otherwise hurt you signifigantly in the Combat Zone as cards will have to be able to target the entire battlefield to be in range to affect the Support Zone.

Tokens: Refers to generated cards that used to represent generalized characters. In a digital card game, not only are these types of cards easier to introduce, these cards also stay in a graveyard or in your hand when they leave play as such.

Trading Post: Various effects can be used via the Scales of Justice Icon in the lower right portion of your screen.

Pay 0 (Mulligan): Trade the cards in your hand for a new set of cards minus 1. Can only be played on the first turn.Pay 3 (Cycle): Trade a card in your hand to draw a random card from the top of your deck.Pay 5 (Draw): Draw a card.Pay 9 (Power up): Increase your base resources by 1.

Transform: The card will remove itself from the game and be replaced with a modified card with seperate effects. Original card stats or abilities of the card may apply to the "Transformed" or changed card depending on the effect.

Tournament (Game Format): The cards allowed by this format changes depending on the build.

v.88 Currently CORE 2013 cards are allowed. Any RISE cards released in quests are not allowed.

Turn: A game consists of a series of moves to determine an outcome. Turns contain phases which have different rules and effects depending on the phase. Turns begin with "Turn Start" effects which involve card triggers, card draws and base resource gains. Players then plan out their turns, after both players submit their turn, the resolve phase plays the turn out. In this game, both players take their turn at the same time but cards only interact with each other during the resolve phase that occurs after both players have submitted their planning phase.

Undo: Click the button in the lower left of the UI in-game to undo your last action during the planning phase. You currently cannot undo Trading Post actions as they resolve immediately during the planning phase and generally frontload you the intel that would be gamebreaking to undo. Aside from that, this option is your CTRL + Z.

Unique (Character): A player cannot play a unique character from their hand while a unique character of the same name exists on the battlefield or the command zone under that player's control.

Unique (Artifact): A player cannot play a unique artifact to the support zone while a unique artifact of the same name exists in the support zone of that player's control.

Unlimited (Character): These character cards are not held to a 3 per deck limit. Any number of these cards can be added to a deck as long as you meet purity requirements.

Unstoppable (Buff): If a character with this buff attacks and kills a blocking character in combat and survives, the Unstoppable buffed character can attack again. This process continues until a blocker survives the attack, the Unstoppable buffed character is killed in combat, or the Unstoppable buffed character deals damage to an opponent's fortress.

Untouchable (Buff): This character cannot be the target of any player's spells, abilities or character effects. The Untouchable buffed character can be indirectly targetted by a spell that doesn't target the character directly. The Untouchable character can also be affected by triggered effects (Such as Banner of the Lone Hero). Cards that specifically say that they can target untouchable characters will also be legal targets.

Vigilance (Buff): This character is played directly to the defense zone exhausted when deployed from the hand. Some effects that bring the character in play in different ways may not trigger Vigilance.

Warpath: This faction is represented by Green cards and focuses on overwhelming your opponent with brute force in the mid to late game.

Whiff: Playing a spell that has a legal target in the planning phase which becomes illegal or ineffective in the Resolve Phase.

X: This is a variable used for paying open-ended costs on playing a card or an ability/triggered effect.

Yobo: I don't like him. Neither should you.

You: Whenever a card refers to "You", it is an ability or effect that targets the player using the ability or effect.

Zone: Areas of the playing board that designate where the mechanics of the game exist. The Command Zone consists of your 3 chosen commanders. The Support Zone is an area to play locations and artifacts. Most characters are deployed here and this location is a good place for characters to avoid the chaotic nature of the combat zone. The Combat Zone is a combination of the Assault Zone and Defense Zone, where attacking and blocking occur. The battlefield refers to the Assault, Defense and Support Zones.

Tons and Tons of mistakes probably exist in this, but it is a start. If anyone has a truckload of additional terms to add, go ahead.

I'm debating whether lingo that is in other card games such as "Bounce" and "Fetch" should be in the glossary, but its something that I and others have used often so I don't know. (Waiting for someone to go to a CCG site and pull a list of generalized terms like "Fatties" and "Clock", I actually don't mind clock I might add that...blah xD)